Tactical Layer - Core Combat
Update #2 · Apr 25, 2013 ·
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Dear backers and friends,
Day 3 in the campaign and we are super happy about your support and questions! Keep them coming, and we will work hard on keeping you up to date.
In our last update we talked a bit about our ideas for the strategic layer, and this time we want to get to the core and heart of the game.
We just want to briefly note that we have a lot more updates planned, covering detailed information on the ideas we have for the game. From story to world economy and customization options. Soon we'll also be making an update on add-ons and changes to pledges.
We are completely and utterly dependent on your support! So please, pledge share, tweet so that we can make this Jagged Alliance: Flashback a reality!
Currently we're closing in on 20% of our minimum goal, in just 3 days, which we think is a fantastic start being a relatively unknown developer and it means we're on-track.
A big thank you from the bottom of our hearts, and now lets get to the meat of this update.COMBAT!
Core Philosophy of Jagged Alliance: Flashback
There is a great deal of speculation and doubts surrounding what we mean by staying true to the core and what we mean when saying words like “accessibility” or “modern”.
So lets just hammer this one into the ground right away.
“If it ain’t broken - don’t fix it”.
This is where some of the newer games got it wrong we think.
Flashback will be using the same mechanics for the tactical layer as Jagged Alliance 2. We are NOT dumbing anything down or replacing complexity with simplicity.
We will try to take a look at some mechanics and see if it’s possible to tweak and improve them. A prime example of this is stealth and fog of war. So read on.
But you say you are not making JA2
Yes - We are not making a new Jagged Alliance 2, we are making an all new game, but this does not mean that we’re moving away from the gameplay it pioneered.
We are making a new story - using the JA2 core tactical mechanics, selected pieces of 1.13 community patch as well as additions of our own.
A new story means we can include a new setting, dream up new missions and introduce all new enemies - but at the same time the current budget means we're restricted in the scope of the game in terms of assets and the total amount of mercenaries, which are a scalable factor of the final budget. However, all of these elements do NOT change the core gameplay.
Simply put, more money = more game content.
We don't just want Flashback to be a rehash of JA2, we want to ensure that the improvements made by the community are taken into consideration. We want to show you how AIM came about and we want to expand the backstories of your favourite mercenaries. We think these are ample reasons to make a new game for both new and old fans to enjoy!
Movement, Line of Sight and Fog of War
This wouldn't be a true Jagged Alliance game without the hybrid system, therefore we are bringing back the hybrid system, enabling real time positioning your troops while roaming in a given sector outside of combat.
When the enemy comes into line of sight of any squad member, the game turns into the classic turn-based combat system from JA2. Read more about that part further down.
During all phases, enemies are only visible while inside line of sight and a few turns after leaving it again.
To make things a little more interesting while roaming, we are adding fog of war to the game. This adds exploration as part of the game. When entering an undiscovered sector most of it will be black, and is only revealed as you explore it.
This opens up a whole new dimension to the game, and we think it’s something that could really add to the tactical depth of the game.
Turn-Based Combat System
Going into turn-based combat will be very much like JA2.
You will have the standard action point system to perform movement, shooting, reloads, detonating C4 etc. The amount of action points for each turn is still depending on the state of the unit in terms of health, fatigue, stress, current stance and even possibly a more complex suppression system like in the 1.13 mod.
We will not touch a lot of this and change it. It’s more about using modern computer power to visually aid the player with movement path display, information about cover, effective ranges of weapons and more. Making it more accessible for players to play the game without having to have the manual open.
Enemy Factions
If there’s one thing we want to do with Flashback, then it is to introduce a varied amount of enemies.
The game is not black and white, east vs. west, there are shades of grey - the Russian presence introduces a massive amount of turmoil on San Christobal, and various factions
will compete against each other, some more active than others.
Trust will play a central role in the game, because it’s not everyone you can trust, not even the CIA.
It’s entirely up to you how you proceed and portray yourself throughout the game, are you ruthless enough to torture your enemies or will you be merciful enough to gain the trust of the resistance?
The amount of factions, the political aspect of this and the influence into the game is partly part of stretch goals - as this adds an entire new layer of art assets and balancing into the game.
We will go more into this and the story behind Flashback in a later update.
All the Nitty Gritty Details
It is important for us to give you this quick overview.
It’s become apparent to us that there are a gazillion questions about the details and also a lot of personal wish lists for what should and should not be in the a new Jagged Alliance game. We’re currently in pre-production of the game so we do not have all the little details in place yet, which is also why we’re taking all your feedback in to see which direction to take the game.
We will add more updates through the next weeks that will go into more depth on different aspects. For example we are looking hard at making a more deep stealth mechanism, taking weapon modification into the game and so on.
But end of the day a lot of these details are impossible to answer before we know more about the final budget. Every little feature and art asset costs money to produce. And we want to make sure that we keep what we promise!
Until next time.
The Full Control JA Team